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-rw-r--r--plug-ins/map-object/map-object-shade.c1254
1 files changed, 1254 insertions, 0 deletions
diff --git a/plug-ins/map-object/map-object-shade.c b/plug-ins/map-object/map-object-shade.c
new file mode 100644
index 0000000..f91345b
--- /dev/null
+++ b/plug-ins/map-object/map-object-shade.c
@@ -0,0 +1,1254 @@
+/*****************/
+/* Shading stuff */
+/*****************/
+
+#include "config.h"
+
+#include <string.h>
+
+#include <libgimp/gimp.h>
+#include <libgimp/gimpui.h>
+
+#include "map-object-apply.h"
+#include "map-object-main.h"
+#include "map-object-image.h"
+#include "map-object-shade.h"
+
+
+static gdouble bx1, by1, bx2, by2;
+get_ray_color_func get_ray_color;
+
+typedef struct
+{
+ gdouble u, v;
+ gdouble t;
+ GimpVector3 s;
+ GimpVector3 n;
+ gint face;
+} FaceIntersectInfo;
+
+/*****************/
+/* Phong shading */
+/*****************/
+
+static GimpRGB
+phong_shade (GimpVector3 *pos,
+ GimpVector3 *viewpoint,
+ GimpVector3 *normal,
+ GimpRGB *diff_col,
+ GimpRGB *spec_col,
+ LightType type)
+{
+ GimpRGB ambientcolor, diffusecolor, specularcolor;
+ gdouble NL, RV, dist;
+ GimpVector3 L, NN, V, N;
+ GimpVector3 *light;
+
+ light = mapvals.lightsource.type == DIRECTIONAL_LIGHT
+ ? &mapvals.lightsource.direction
+ : &mapvals.lightsource.position,
+
+ /* Compute ambient intensity */
+ /* ========================= */
+
+ N = *normal;
+ ambientcolor = *diff_col;
+ gimp_rgb_multiply (&ambientcolor, mapvals.material.ambient_int);
+
+ /* Compute (N*L) term of Phong's equation */
+ /* ====================================== */
+
+ if (type == POINT_LIGHT)
+ gimp_vector3_sub (&L, light, pos);
+ else
+ L = *light;
+
+ dist = gimp_vector3_length (&L);
+
+ if (dist != 0.0)
+ gimp_vector3_mul (&L, 1.0 / dist);
+
+ NL = 2.0 * gimp_vector3_inner_product (&N, &L);
+
+ if (NL >= 0.0)
+ {
+ /* Compute (R*V)^alpha term of Phong's equation */
+ /* ============================================ */
+
+ gimp_vector3_sub (&V, viewpoint, pos);
+ gimp_vector3_normalize (&V);
+
+ gimp_vector3_mul (&N, NL);
+ gimp_vector3_sub (&NN, &N, &L);
+ RV = gimp_vector3_inner_product (&NN, &V);
+ RV = 0.0 < RV ? pow (RV, mapvals.material.highlight) : 0.0;
+
+ /* Compute diffuse and specular intensity contribution */
+ /* =================================================== */
+
+ diffusecolor = *diff_col;
+ gimp_rgb_multiply (&diffusecolor, mapvals.material.diffuse_ref);
+ gimp_rgb_multiply (&diffusecolor, NL);
+
+ specularcolor = *spec_col;
+ gimp_rgb_multiply (&specularcolor, mapvals.material.specular_ref);
+ gimp_rgb_multiply (&specularcolor, RV);
+
+ gimp_rgb_add (&diffusecolor, &specularcolor);
+ gimp_rgb_multiply (&diffusecolor, mapvals.material.diffuse_int);
+ gimp_rgb_clamp (&diffusecolor);
+
+ gimp_rgb_add (&ambientcolor, &diffusecolor);
+ }
+
+ return ambientcolor;
+}
+
+static gint
+plane_intersect (GimpVector3 *dir,
+ GimpVector3 *viewp,
+ GimpVector3 *ipos,
+ gdouble *u,
+ gdouble *v)
+{
+ static gdouble det, det1, det2, det3, t;
+
+ imat[0][0] = dir->x;
+ imat[1][0] = dir->y;
+ imat[2][0] = dir->z;
+
+ /* Compute determinant of the first 3x3 sub matrix (denominator) */
+ /* ============================================================= */
+
+ det = (imat[0][0] * imat[1][1] * imat[2][2] +
+ imat[0][1] * imat[1][2] * imat[2][0] +
+ imat[0][2] * imat[1][0] * imat[2][1] -
+ imat[0][2] * imat[1][1] * imat[2][0] -
+ imat[0][0] * imat[1][2] * imat[2][1] -
+ imat[2][2] * imat[0][1] * imat[1][0]);
+
+ /* If the determinant is non-zero, a intersection point exists */
+ /* =========================================================== */
+
+ if (det != 0.0)
+ {
+ /* Now, lets compute the numerator determinants (wow ;) */
+ /* ==================================================== */
+
+ det1 = (imat[0][3] * imat[1][1] * imat[2][2] +
+ imat[0][1] * imat[1][2] * imat[2][3] +
+ imat[0][2] * imat[1][3] * imat[2][1] -
+ imat[0][2] * imat[1][1] * imat[2][3] -
+ imat[1][2] * imat[2][1] * imat[0][3] -
+ imat[2][2] * imat[0][1] * imat[1][3]);
+
+ det2 = (imat[0][0] * imat[1][3] * imat[2][2] +
+ imat[0][3] * imat[1][2] * imat[2][0] +
+ imat[0][2] * imat[1][0] * imat[2][3] -
+ imat[0][2] * imat[1][3] * imat[2][0] -
+ imat[1][2] * imat[2][3] * imat[0][0] -
+ imat[2][2] * imat[0][3] * imat[1][0]);
+
+ det3 = (imat[0][0] * imat[1][1] * imat[2][3] +
+ imat[0][1] * imat[1][3] * imat[2][0] +
+ imat[0][3] * imat[1][0] * imat[2][1] -
+ imat[0][3] * imat[1][1] * imat[2][0] -
+ imat[1][3] * imat[2][1] * imat[0][0] -
+ imat[2][3] * imat[0][1] * imat[1][0]);
+
+ /* Now we have the simultaneous solutions. Lets compute the unknowns */
+ /* (skip u&v if t is <0, this means the intersection is behind us) */
+ /* ================================================================ */
+
+ t = det1 / det;
+
+ if (t > 0.0)
+ {
+ *u = 1.0 + ((det2 / det) - 0.5);
+ *v = 1.0 + ((det3 / det) - 0.5);
+
+ ipos->x = viewp->x + t * dir->x;
+ ipos->y = viewp->y + t * dir->y;
+ ipos->z = viewp->z + t * dir->z;
+
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+/*****************************************************************************
+ * These routines computes the color of the surface
+ * of the plane at a given point
+ *****************************************************************************/
+
+GimpRGB
+get_ray_color_plane (GimpVector3 *pos)
+{
+ GimpRGB color = background;
+
+ static gint inside = FALSE;
+ static GimpVector3 ray, spos;
+ static gdouble vx, vy;
+
+ /* Construct a line from our VP to the point */
+ /* ========================================= */
+
+ gimp_vector3_sub (&ray, pos, &mapvals.viewpoint);
+ gimp_vector3_normalize (&ray);
+
+ /* Check for intersection. This is a quasi ray-tracer. */
+ /* =================================================== */
+
+ if (plane_intersect (&ray, &mapvals.viewpoint, &spos, &vx, &vy) == TRUE)
+ {
+ color = get_image_color (vx, vy, &inside);
+
+ if (color.a != 0.0 && inside == TRUE &&
+ mapvals.lightsource.type != NO_LIGHT)
+ {
+ /* Compute shading at this point */
+ /* ============================= */
+
+ color = phong_shade (&spos,
+ &mapvals.viewpoint,
+ &mapvals.normal,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+ }
+ }
+
+ if (mapvals.transparent_background == FALSE && color.a < 1.0)
+ {
+ gimp_rgb_composite (&color, &background,
+ GIMP_RGB_COMPOSITE_BEHIND);
+ }
+
+ return color;
+}
+
+/***********************************************************************/
+/* Given the NorthPole, Equator and a third vector (normal) compute */
+/* the conversion from spherical oordinates to image space coordinates */
+/***********************************************************************/
+
+static void
+sphere_to_image (GimpVector3 *normal,
+ gdouble *u,
+ gdouble *v)
+{
+ static gdouble alpha, fac;
+ static GimpVector3 cross_prod;
+
+ alpha = acos (-gimp_vector3_inner_product (&mapvals.secondaxis, normal));
+
+ *v = alpha / G_PI;
+
+ if (*v == 0.0 || *v == 1.0)
+ {
+ *u = 0.0;
+ }
+ else
+ {
+ fac = (gimp_vector3_inner_product (&mapvals.firstaxis, normal) /
+ sin (alpha));
+
+ /* Make sure that we map to -1.0..1.0 (take care of rounding errors) */
+ /* ================================================================= */
+
+ fac = CLAMP (fac, -1.0, 1.0);
+
+ *u = acos (fac) / (2.0 * G_PI);
+
+ cross_prod = gimp_vector3_cross_product (&mapvals.secondaxis,
+ &mapvals.firstaxis);
+
+ if (gimp_vector3_inner_product (&cross_prod, normal) < 0.0)
+ *u = 1.0 - *u;
+ }
+}
+
+/***************************************************/
+/* Compute intersection point with sphere (if any) */
+/***************************************************/
+
+static gint
+sphere_intersect (GimpVector3 *dir,
+ GimpVector3 *viewp,
+ GimpVector3 *spos1,
+ GimpVector3 *spos2)
+{
+ static gdouble alpha, beta, tau, s1, s2, tmp;
+ static GimpVector3 t;
+
+ gimp_vector3_sub (&t, &mapvals.position, viewp);
+
+ alpha = gimp_vector3_inner_product (dir, &t);
+ beta = gimp_vector3_inner_product (&t, &t);
+
+ tau = alpha * alpha - beta + mapvals.radius * mapvals.radius;
+
+ if (tau >= 0.0)
+ {
+ tau = sqrt (tau);
+ s1 = alpha + tau;
+ s2 = alpha - tau;
+
+ if (s2 < s1)
+ {
+ tmp = s1;
+ s1 = s2;
+ s2 = tmp;
+ }
+
+ spos1->x = viewp->x + s1 * dir->x;
+ spos1->y = viewp->y + s1 * dir->y;
+ spos1->z = viewp->z + s1 * dir->z;
+ spos2->x = viewp->x + s2 * dir->x;
+ spos2->y = viewp->y + s2 * dir->y;
+ spos2->z = viewp->z + s2 * dir->z;
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+/*****************************************************************************
+ * These routines computes the color of the surface
+ * of the sphere at a given point
+ *****************************************************************************/
+
+GimpRGB
+get_ray_color_sphere (GimpVector3 *pos)
+{
+ GimpRGB color = background;
+
+ static GimpRGB color2;
+ static gint inside = FALSE;
+ static GimpVector3 normal, ray, spos1, spos2;
+ static gdouble vx, vy;
+
+ /* Check if ray is within the bounding box */
+ /* ======================================= */
+
+ if (pos->x<bx1 || pos->x>bx2 || pos->y<by1 || pos->y>by2)
+ return color;
+
+ /* Construct a line from our VP to the point */
+ /* ========================================= */
+
+ gimp_vector3_sub (&ray, pos, &mapvals.viewpoint);
+ gimp_vector3_normalize (&ray);
+
+ /* Check for intersection. This is a quasi ray-tracer. */
+ /* =================================================== */
+
+ if (sphere_intersect (&ray, &mapvals.viewpoint, &spos1, &spos2) == TRUE)
+ {
+ /* Compute spherical to rectangular mapping */
+ /* ======================================== */
+
+ gimp_vector3_sub (&normal, &spos1, &mapvals.position);
+ gimp_vector3_normalize (&normal);
+ sphere_to_image (&normal, &vx, &vy);
+ color = get_image_color (vx, vy, &inside);
+
+ /* Check for total transparency... */
+ /* =============================== */
+
+ if (color.a < 1.0)
+ {
+ /* Hey, we can see through here! */
+ /* Lets see what's on the other side.. */
+ /* =================================== */
+
+ color = phong_shade (&spos1,
+ &mapvals.viewpoint,
+ &normal,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+
+ gimp_vector3_sub (&normal, &spos2, &mapvals.position);
+ gimp_vector3_normalize (&normal);
+ sphere_to_image (&normal, &vx, &vy);
+ color2 = get_image_color (vx, vy, &inside);
+
+ /* Make the normal point inwards */
+ /* ============================= */
+
+ gimp_vector3_mul (&normal, -1.0);
+
+ color2 = phong_shade (&spos2,
+ &mapvals.viewpoint,
+ &normal,
+ &color2,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color2);
+
+ /* Compute a mix of the first and second colors */
+ /* ============================================ */
+
+ gimp_rgb_composite (&color, &color2, GIMP_RGB_COMPOSITE_NORMAL);
+ gimp_rgb_clamp (&color);
+ }
+ else if (color.a != 0.0 &&
+ inside == TRUE &&
+ mapvals.lightsource.type != NO_LIGHT)
+ {
+ /* Compute shading at this point */
+ /* ============================= */
+
+ color = phong_shade (&spos1,
+ &mapvals.viewpoint,
+ &normal,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+ }
+ }
+
+ if (mapvals.transparent_background == FALSE && color.a < 1.0)
+ {
+ gimp_rgb_composite (&color, &background,
+ GIMP_RGB_COMPOSITE_BEHIND);
+ }
+
+ return color;
+}
+
+/***************************************************/
+/* Transform the corners of the bounding box to 2D */
+/***************************************************/
+
+void
+compute_bounding_box (void)
+{
+ GimpVector3 p1, p2;
+ gdouble t;
+ GimpVector3 dir;
+
+ p1 = mapvals.position;
+ p1.x -= (mapvals.radius + 0.01);
+ p1.y -= (mapvals.radius + 0.01);
+
+ p2 = mapvals.position;
+ p2.x += (mapvals.radius + 0.01);
+ p2.y += (mapvals.radius + 0.01);
+
+ gimp_vector3_sub (&dir, &p1, &mapvals.viewpoint);
+ gimp_vector3_normalize (&dir);
+
+ if (dir.z != 0.0)
+ {
+ t = (-1.0 * mapvals.viewpoint.z) / dir.z;
+ p1.x = (mapvals.viewpoint.x + t * dir.x);
+ p1.y = (mapvals.viewpoint.y + t * dir.y);
+ }
+
+ gimp_vector3_sub (&dir, &p2, &mapvals.viewpoint);
+ gimp_vector3_normalize (&dir);
+
+ if (dir.z != 0.0)
+ {
+ t = (-1.0 * mapvals.viewpoint.z) / dir.z;
+ p2.x = (mapvals.viewpoint.x + t * dir.x);
+ p2.y = (mapvals.viewpoint.y + t * dir.y);
+ }
+
+ bx1 = p1.x;
+ by1 = p1.y;
+ bx2 = p2.x;
+ by2 = p2.y;
+}
+
+/* These two were taken from the Mesa source. Mesa is written */
+/* and is (C) by Brian Paul. vecmulmat() performs a post-mul by */
+/* a 4x4 matrix to a 1x4(3) vector. rotmat() creates a matrix */
+/* that by post-mul will rotate a 1x4(3) vector the given angle */
+/* about the given axis. */
+/* ============================================================ */
+
+void
+vecmulmat (GimpVector3 *u,
+ GimpVector3 *v,
+ gfloat m[16])
+{
+ gfloat v0=v->x, v1=v->y, v2=v->z;
+#define M(row,col) m[col*4+row]
+ u->x = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + M(3,0);
+ u->y = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + M(3,1);
+ u->z = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + M(3,2);
+#undef M
+}
+
+void
+rotatemat (gfloat angle,
+ GimpVector3 *v,
+ gfloat m[16])
+{
+ /* This function contributed by Erich Boleyn (erich@uruk.org) */
+ gfloat mag, s, c;
+ gfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
+ gfloat IdentityMat[16];
+ gint cnt;
+
+ s = sin (angle * (G_PI / 180.0));
+ c = cos (angle * (G_PI / 180.0));
+
+ mag = sqrt (v->x*v->x + v->y*v->y + v->z*v->z);
+
+ if (mag == 0.0)
+ {
+ /* generate an identity matrix and return */
+
+ for (cnt = 0; cnt < 16; cnt++)
+ IdentityMat[cnt] = 0.0;
+
+ IdentityMat[0] = 1.0;
+ IdentityMat[5] = 1.0;
+ IdentityMat[10] = 1.0;
+ IdentityMat[15] = 1.0;
+
+ memcpy (m, IdentityMat, sizeof (gfloat) * 16);
+ return;
+ }
+
+ v->x /= mag;
+ v->y /= mag;
+ v->z /= mag;
+
+#define M(row,col) m[col*4+row]
+
+ xx = v->x * v->x;
+ yy = v->y * v->y;
+ zz = v->z * v->z;
+ xy = v->x * v->y;
+ yz = v->y * v->z;
+ zx = v->z * v->x;
+ xs = v->x * s;
+ ys = v->y * s;
+ zs = v->z * s;
+ one_c = 1.0F - c;
+
+ M(0,0) = (one_c * xx) + c;
+ M(0,1) = (one_c * xy) - zs;
+ M(0,2) = (one_c * zx) + ys;
+ M(0,3) = 0.0F;
+
+ M(1,0) = (one_c * xy) + zs;
+ M(1,1) = (one_c * yy) + c;
+ M(1,2) = (one_c * yz) - xs;
+ M(1,3) = 0.0F;
+
+ M(2,0) = (one_c * zx) - ys;
+ M(2,1) = (one_c * yz) + xs;
+ M(2,2) = (one_c * zz) + c;
+ M(2,3) = 0.0F;
+
+ M(3,0) = 0.0F;
+ M(3,1) = 0.0F;
+ M(3,2) = 0.0F;
+ M(3,3) = 1.0F;
+
+#undef M
+}
+
+/* Transpose the matrix m. If m is orthogonal (like a rotation matrix), */
+/* this is equal to the inverse of the matrix. */
+/* ==================================================================== */
+
+void
+transpose_mat (gfloat m[16])
+{
+ gint i, j;
+ gfloat t;
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < i; j++)
+ {
+ t = m[j*4+i];
+ m[j*4+i] = m[i*4+j];
+ m[i*4+j] = t;
+ }
+ }
+}
+
+/* Compute the matrix product c=a*b */
+/* ================================ */
+
+void
+matmul (gfloat a[16],
+ gfloat b[16],
+ gfloat c[16])
+{
+ gint i, j, k;
+ gfloat value;
+
+#define A(row,col) a[col*4+row]
+#define B(row,col) b[col*4+row]
+#define C(row,col) c[col*4+row]
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < 4; j++)
+ {
+ value = 0.0;
+
+ for (k = 0; k < 4; k++)
+ value += A(i,k) * B(k,j);
+
+ C(i,j) = value;
+ }
+ }
+
+#undef A
+#undef B
+#undef C
+}
+
+void
+ident_mat (gfloat m[16])
+{
+ gint i, j;
+
+#define M(row,col) m[col*4+row]
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < 4; j++)
+ {
+ if (i == j)
+ M(i,j) = 1.0;
+ else
+ M(i,j) = 0.0;
+ }
+ }
+
+#undef M
+}
+
+static gboolean
+intersect_rect (gdouble u,
+ gdouble v,
+ gdouble w,
+ GimpVector3 viewp,
+ GimpVector3 dir,
+ FaceIntersectInfo *face_info)
+{
+ gboolean result = FALSE;
+ gdouble u2, v2;
+
+ if (dir.z!=0.0)
+ {
+ u2 = u / 2.0;
+ v2 = v / 2.0;
+
+ face_info->t = (w-viewp.z) / dir.z;
+ face_info->s.x = viewp.x + face_info->t * dir.x;
+ face_info->s.y = viewp.y + face_info->t * dir.y;
+ face_info->s.z = w;
+
+ if (face_info->s.x >= -u2 && face_info->s.x <= u2 &&
+ face_info->s.y >= -v2 && face_info->s.y <= v2)
+ {
+ face_info->u = (face_info->s.x + u2) / u;
+ face_info->v = (face_info->s.y + v2) / v;
+ result = TRUE;
+ }
+ }
+
+ return result;
+}
+
+static gboolean
+intersect_box (GimpVector3 scale,
+ GimpVector3 viewp,
+ GimpVector3 dir,
+ FaceIntersectInfo *face_intersect)
+{
+ GimpVector3 v, d, tmp, axis[3];
+ FaceIntersectInfo face_tmp;
+ gboolean result = FALSE;
+ gfloat m[16];
+ gint i = 0;
+
+ gimp_vector3_set (&axis[0], 1.0, 0.0, 0.0);
+ gimp_vector3_set (&axis[1], 0.0, 1.0, 0.0);
+ gimp_vector3_set (&axis[2], 0.0, 0.0, 1.0);
+
+ /* Front side */
+ /* ========== */
+
+ if (intersect_rect (scale.x, scale.y, scale.z / 2.0,
+ viewp, dir, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 0;
+ gimp_vector3_set (&face_intersect[i++].n, 0.0, 0.0, 1.0);
+ result = TRUE;
+ }
+
+ /* Back side */
+ /* ========= */
+
+ if (intersect_rect (scale.x, scale.y, -scale.z / 2.0,
+ viewp, dir, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 1;
+ face_intersect[i].u = 1.0 - face_intersect[i].u;
+ gimp_vector3_set (&face_intersect[i++].n, 0.0, 0.0, -1.0);
+ result = TRUE;
+ }
+
+ /* Check if we've found the two possible intersection points */
+ /* ========================================================= */
+
+ if (i < 2)
+ {
+ /* Top: Rotate viewpoint and direction into rectangle's local coordinate system */
+ /* ============================================================================ */
+
+ rotatemat (90, &axis[0], m);
+ vecmulmat (&v, &viewp, m);
+ vecmulmat (&d, &dir, m);
+
+ if (intersect_rect (scale.x, scale.z, scale.y / 2.0,
+ v, d, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 2;
+
+ transpose_mat (m);
+ vecmulmat(&tmp, &face_intersect[i].s, m);
+ face_intersect[i].s = tmp;
+
+ gimp_vector3_set (&face_intersect[i++].n, 0.0, -1.0, 0.0);
+ result = TRUE;
+ }
+ }
+
+ /* Check if we've found the two possible intersection points */
+ /* ========================================================= */
+
+ if (i < 2)
+ {
+ /* Bottom: Rotate viewpoint and direction into rectangle's local coordinate system */
+ /* =============================================================================== */
+
+ rotatemat (90, &axis[0], m);
+ vecmulmat (&v, &viewp, m);
+ vecmulmat (&d, &dir, m);
+
+ if (intersect_rect (scale.x, scale.z, -scale.y / 2.0,
+ v, d, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 3;
+
+ transpose_mat (m);
+
+ vecmulmat (&tmp, &face_intersect[i].s, m);
+ face_intersect[i].s = tmp;
+
+ face_intersect[i].v = 1.0 - face_intersect[i].v;
+
+ gimp_vector3_set (&face_intersect[i++].n, 0.0, 1.0, 0.0);
+
+ result = TRUE;
+ }
+ }
+
+ /* Check if we've found the two possible intersection points */
+ /* ========================================================= */
+
+ if (i < 2)
+ {
+ /* Left side: Rotate viewpoint and direction into rectangle's local coordinate system */
+ /* ================================================================================== */
+
+ rotatemat (90, &axis[1], m);
+ vecmulmat (&v, &viewp, m);
+ vecmulmat (&d, &dir, m);
+
+ if (intersect_rect (scale.z, scale.y, scale.x / 2.0,
+ v, d, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 4;
+
+ transpose_mat (m);
+ vecmulmat (&tmp, &face_intersect[i].s, m);
+ face_intersect[i].s = tmp;
+
+ gimp_vector3_set (&face_intersect[i++].n, 1.0, 0.0, 0.0);
+ result = TRUE;
+ }
+ }
+
+ /* Check if we've found the two possible intersection points */
+ /* ========================================================= */
+
+ if (i < 2)
+ {
+ /* Right side: Rotate viewpoint and direction into rectangle's local coordinate system */
+ /* =================================================================================== */
+
+ rotatemat (90, &axis[1], m);
+ vecmulmat (&v, &viewp, m);
+ vecmulmat (&d, &dir, m);
+
+ if (intersect_rect (scale.z, scale.y, -scale.x / 2.0,
+ v, d, &face_intersect[i]) == TRUE)
+ {
+ face_intersect[i].face = 5;
+
+ transpose_mat (m);
+ vecmulmat (&tmp, &face_intersect[i].s, m);
+
+ face_intersect[i].u = 1.0 - face_intersect[i].u;
+
+ gimp_vector3_set (&face_intersect[i++].n, -1.0, 0.0, 0.0);
+ result = TRUE;
+ }
+ }
+
+ /* Sort intersection points */
+ /* ======================== */
+
+ if (face_intersect[0].t > face_intersect[1].t)
+ {
+ face_tmp = face_intersect[0];
+ face_intersect[0] = face_intersect[1];
+ face_intersect[1] = face_tmp;
+ }
+
+ return result;
+}
+
+GimpRGB
+get_ray_color_box (GimpVector3 *pos)
+{
+ GimpVector3 lvp, ldir, vp, p, dir, ns, nn;
+ GimpRGB color, color2;
+ gfloat m[16];
+ gint i;
+ FaceIntersectInfo face_intersect[2];
+
+ color = background;
+ vp = mapvals.viewpoint;
+ p = *pos;
+
+ /* Translate viewpoint so that the box has its origin */
+ /* at its lower left corner. */
+ /* ================================================== */
+
+ vp.x = vp.x - mapvals.position.x;
+ vp.y = vp.y - mapvals.position.y;
+ vp.z = vp.z - mapvals.position.z;
+
+ p.x = p.x - mapvals.position.x;
+ p.y = p.y - mapvals.position.y;
+ p.z = p.z - mapvals.position.z;
+
+ /* Compute direction */
+ /* ================= */
+
+ gimp_vector3_sub (&dir, &p, &vp);
+ gimp_vector3_normalize (&dir);
+
+ /* Compute inverse of rotation matrix and apply it to */
+ /* the viewpoint and direction. This transforms the */
+ /* observer into the local coordinate system of the box */
+ /* ==================================================== */
+
+ memcpy (m, rotmat, sizeof (gfloat) * 16);
+
+ transpose_mat (m);
+
+ vecmulmat (&lvp, &vp, m);
+ vecmulmat (&ldir, &dir, m);
+
+ /* Ok. Now the observer is in the space where the box is located */
+ /* with its lower left corner at the origin and its axis aligned */
+ /* to the cartesian basis. Check if the transformed ray hits it. */
+ /* ============================================================= */
+
+ face_intersect[0].t = 1000000.0;
+ face_intersect[1].t = 1000000.0;
+
+ if (intersect_box (mapvals.scale, lvp, ldir, face_intersect) == TRUE)
+ {
+ /* We've hit the box. Transform the hit points and */
+ /* normals back into the world coordinate system */
+ /* =============================================== */
+
+ for (i = 0; i < 2; i++)
+ {
+ vecmulmat (&ns, &face_intersect[i].s, rotmat);
+ vecmulmat (&nn, &face_intersect[i].n, rotmat);
+
+ ns.x = ns.x + mapvals.position.x;
+ ns.y = ns.y + mapvals.position.y;
+ ns.z = ns.z + mapvals.position.z;
+
+ face_intersect[i].s = ns;
+ face_intersect[i].n = nn;
+ }
+
+ color = get_box_image_color (face_intersect[0].face,
+ face_intersect[0].u,
+ face_intersect[0].v);
+
+ /* Check for total transparency... */
+ /* =============================== */
+
+ if (color.a < 1.0)
+ {
+ /* Hey, we can see through here! */
+ /* Lets see what's on the other side.. */
+ /* =================================== */
+
+ color = phong_shade (&face_intersect[0].s,
+ &mapvals.viewpoint,
+ &face_intersect[0].n,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+
+ color2 = get_box_image_color (face_intersect[1].face,
+ face_intersect[1].u,
+ face_intersect[1].v);
+
+ /* Make the normal point inwards */
+ /* ============================= */
+
+ gimp_vector3_mul (&face_intersect[1].n, -1.0);
+
+ color2 = phong_shade (&face_intersect[1].s,
+ &mapvals.viewpoint,
+ &face_intersect[1].n,
+ &color2,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color2);
+
+ if (mapvals.transparent_background == FALSE && color2.a < 1.0)
+ {
+ gimp_rgb_composite (&color2, &background,
+ GIMP_RGB_COMPOSITE_BEHIND);
+ }
+
+ /* Compute a mix of the first and second colors */
+ /* ============================================ */
+
+ gimp_rgb_composite (&color, &color2, GIMP_RGB_COMPOSITE_NORMAL);
+ gimp_rgb_clamp (&color);
+ }
+ else if (color.a != 0.0 && mapvals.lightsource.type != NO_LIGHT)
+ {
+ color = phong_shade (&face_intersect[0].s,
+ &mapvals.viewpoint,
+ &face_intersect[0].n,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+ }
+ }
+ else
+ {
+ if (mapvals.transparent_background == TRUE)
+ gimp_rgb_set_alpha (&color, 0.0);
+ }
+
+ return color;
+}
+
+static gboolean
+intersect_circle (GimpVector3 vp,
+ GimpVector3 dir,
+ gdouble w,
+ FaceIntersectInfo *face_info)
+{
+ gboolean result = FALSE;
+ gdouble r, d;
+
+#define sqr(a) (a*a)
+
+ if (dir.y != 0.0)
+ {
+ face_info->t = (w-vp.y)/dir.y;
+ face_info->s.x = vp.x + face_info->t*dir.x;
+ face_info->s.y = w;
+ face_info->s.z = vp.z + face_info->t*dir.z;
+
+ r = sqrt (sqr (face_info->s.x) + sqr (face_info->s.z));
+
+ if (r <= mapvals.cylinder_radius)
+ {
+ d = 2.0 * mapvals.cylinder_radius;
+ face_info->u = (face_info->s.x + mapvals.cylinder_radius) / d;
+ face_info->v = (face_info->s.z + mapvals.cylinder_radius) / d;
+ result = TRUE;
+ }
+ }
+
+#undef sqr
+
+ return result;
+}
+
+static gboolean
+intersect_cylinder (GimpVector3 vp,
+ GimpVector3 dir,
+ FaceIntersectInfo *face_intersect)
+{
+ gdouble a, b, c, d, e, f, tmp, l;
+ gboolean result = FALSE;
+ gint i;
+
+#define sqr(a) (a*a)
+
+ a = sqr (dir.x) + sqr (dir.z);
+ b = 2.0 * (vp.x * dir.x + vp.z * dir.z);
+ c = sqr (vp.x) + sqr (vp.z) - sqr (mapvals.cylinder_radius);
+
+ d = sqr (b) - 4.0 * a * c;
+
+ if (d >= 0.0)
+ {
+ e = sqrt (d);
+ f = 2.0 * a;
+
+ if (f != 0.0)
+ {
+ result = TRUE;
+
+ face_intersect[0].t = (-b+e)/f;
+ face_intersect[1].t = (-b-e)/f;
+
+ if (face_intersect[0].t>face_intersect[1].t)
+ {
+ tmp = face_intersect[0].t;
+ face_intersect[0].t = face_intersect[1].t;
+ face_intersect[1].t = tmp;
+ }
+
+ for (i = 0; i < 2; i++)
+ {
+ face_intersect[i].s.x = vp.x + face_intersect[i].t * dir.x;
+ face_intersect[i].s.y = vp.y + face_intersect[i].t * dir.y;
+ face_intersect[i].s.z = vp.z + face_intersect[i].t * dir.z;
+
+ face_intersect[i].n = face_intersect[i].s;
+ face_intersect[i].n.y = 0.0;
+ gimp_vector3_normalize(&face_intersect[i].n);
+
+ l = mapvals.cylinder_length/2.0;
+
+ face_intersect[i].u = (atan2(face_intersect[i].s.x,face_intersect[i].s.z)+G_PI)/(2.0*G_PI);
+ face_intersect[i].v = (face_intersect[i].s.y+l)/mapvals.cylinder_length;
+
+ /* Mark hitpoint as on the cylinder hull */
+ /* ===================================== */
+
+ face_intersect[i].face = 0;
+
+ /* Check if we're completely off the cylinder axis */
+ /* =============================================== */
+
+ if (face_intersect[i].s.y>l || face_intersect[i].s.y<-l)
+ {
+ /* Check if we've hit a cap */
+ /* ======================== */
+
+ if (face_intersect[i].s.y>l)
+ {
+ if (intersect_circle(vp,dir,l,&face_intersect[i])==FALSE)
+ result = FALSE;
+ else
+ {
+ face_intersect[i].face = 2;
+ face_intersect[i].v = 1 - face_intersect[i].v;
+ gimp_vector3_set(&face_intersect[i].n, 0.0, 1.0, 0.0);
+ }
+ }
+ else
+ {
+ if (intersect_circle(vp,dir,-l,&face_intersect[i])==FALSE)
+ result = FALSE;
+ else
+ {
+ face_intersect[i].face = 1;
+ gimp_vector3_set(&face_intersect[i].n, 0.0, -1.0, 0.0);
+ }
+ }
+ }
+ }
+ }
+ }
+
+#undef sqr
+
+ return result;
+}
+
+static GimpRGB
+get_cylinder_color (gint face,
+ gdouble u,
+ gdouble v)
+{
+ GimpRGB color;
+ gint inside;
+
+ if (face == 0)
+ color = get_image_color (u, v, &inside);
+ else
+ color = get_cylinder_image_color (face - 1, u, v);
+
+ return color;
+}
+
+GimpRGB
+get_ray_color_cylinder (GimpVector3 *pos)
+{
+ GimpVector3 lvp, ldir, vp, p, dir, ns, nn;
+ GimpRGB color, color2;
+ gfloat m[16];
+ gint i;
+ FaceIntersectInfo face_intersect[2];
+
+ color = background;
+ vp = mapvals.viewpoint;
+ p = *pos;
+
+ vp.x = vp.x - mapvals.position.x;
+ vp.y = vp.y - mapvals.position.y;
+ vp.z = vp.z - mapvals.position.z;
+
+ p.x = p.x - mapvals.position.x;
+ p.y = p.y - mapvals.position.y;
+ p.z = p.z - mapvals.position.z;
+
+ /* Compute direction */
+ /* ================= */
+
+ gimp_vector3_sub (&dir, &p, &vp);
+ gimp_vector3_normalize (&dir);
+
+ /* Compute inverse of rotation matrix and apply it to */
+ /* the viewpoint and direction. This transforms the */
+ /* observer into the local coordinate system of the box */
+ /* ==================================================== */
+
+ memcpy (m, rotmat, sizeof (gfloat) * 16);
+
+ transpose_mat (m);
+
+ vecmulmat (&lvp, &vp, m);
+ vecmulmat (&ldir, &dir, m);
+
+ if (intersect_cylinder (lvp, ldir, face_intersect) == TRUE)
+ {
+ /* We've hit the cylinder. Transform the hit points and */
+ /* normals back into the world coordinate system */
+ /* ==================================================== */
+
+ for (i = 0; i < 2; i++)
+ {
+ vecmulmat (&ns, &face_intersect[i].s, rotmat);
+ vecmulmat (&nn, &face_intersect[i].n, rotmat);
+
+ ns.x = ns.x + mapvals.position.x;
+ ns.y = ns.y + mapvals.position.y;
+ ns.z = ns.z + mapvals.position.z;
+
+ face_intersect[i].s = ns;
+ face_intersect[i].n = nn;
+ }
+
+ color = get_cylinder_color (face_intersect[0].face,
+ face_intersect[0].u,
+ face_intersect[0].v);
+
+ /* Check for transparency... */
+ /* ========================= */
+
+ if (color.a < 1.0)
+ {
+ /* Hey, we can see through here! */
+ /* Lets see what's on the other side.. */
+ /* =================================== */
+
+ color = phong_shade (&face_intersect[0].s,
+ &mapvals.viewpoint,
+ &face_intersect[0].n,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+
+ color2 = get_cylinder_color (face_intersect[1].face,
+ face_intersect[1].u,
+ face_intersect[1].v);
+
+ /* Make the normal point inwards */
+ /* ============================= */
+
+ gimp_vector3_mul (&face_intersect[1].n, -1.0);
+
+ color2 = phong_shade (&face_intersect[1].s,
+ &mapvals.viewpoint,
+ &face_intersect[1].n,
+ &color2,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color2);
+
+ if (mapvals.transparent_background == FALSE && color2.a < 1.0)
+ {
+ gimp_rgb_composite (&color2, &background,
+ GIMP_RGB_COMPOSITE_BEHIND);
+ }
+
+ /* Compute a mix of the first and second colors */
+ /* ============================================ */
+
+ gimp_rgb_composite (&color, &color2, GIMP_RGB_COMPOSITE_NORMAL);
+ gimp_rgb_clamp (&color);
+ }
+ else if (color.a != 0.0 && mapvals.lightsource.type != NO_LIGHT)
+ {
+ color = phong_shade (&face_intersect[0].s,
+ &mapvals.viewpoint,
+ &face_intersect[0].n,
+ &color,
+ &mapvals.lightsource.color,
+ mapvals.lightsource.type);
+
+ gimp_rgb_clamp (&color);
+ }
+ }
+ else
+ {
+ if (mapvals.transparent_background == TRUE)
+ gimp_rgb_set_alpha (&color, 0.0);
+ }
+
+ return color;
+}